6 #include "player-damage.h"
7 #include "player-move.h"
8 #include "player-effects.h"
9 #include "spells-summon.h"
13 #include "player-status.h"
17 #include "floor-save.h"
23 static s16b normal_traps[MAX_NORMAL_TRAPS];
30 * Each chest has a certain set of traps, determined by pval
31 * Each chest has a "pval" from 1 to the chest level (max 55)
32 * If the "pval" is negative then the trap has been disarmed
33 * The "pval" of a chest determines the quality of its treasure
34 * Note that disarming a trap on a chest also removes the lock.
37 const int chest_traps[64] =
44 (CHEST_LOSE_CON), /* 5 == best small wooden */
52 (CHEST_LOSE_STR | CHEST_LOSE_CON),
53 (CHEST_LOSE_STR | CHEST_LOSE_CON),
54 (CHEST_SUMMON), /* 15 == best large wooden */
59 (CHEST_LOSE_STR | CHEST_LOSE_CON),
64 (CHEST_EXPLODE), /* 25 == best small iron */
67 (CHEST_POISON | CHEST_LOSE_CON),
68 (CHEST_LOSE_STR | CHEST_LOSE_CON),
69 (CHEST_EXPLODE | CHEST_SUMMON),
71 (CHEST_POISON | CHEST_SUMMON),
72 (CHEST_E_SUMMON | CHEST_ALARM),
74 (CHEST_EXPLODE | CHEST_SUMMON), /* 35 == best large iron */
76 (CHEST_SUMMON | CHEST_ALARM),
78 (CHEST_EXPLODE | CHEST_SUMMON),
79 (CHEST_EXPLODE | CHEST_SUMMON),
80 (CHEST_POISON | CHEST_PARALYZE),
83 (CHEST_EXPLODE | CHEST_E_SUMMON | CHEST_ALARM),
84 (CHEST_H_SUMMON), /* 45 == best small steel */
86 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
88 (CHEST_RUNES_OF_EVIL),
89 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
90 (CHEST_BIRD_STORM | CHEST_ALARM),
91 (CHEST_H_SUMMON | CHEST_ALARM),
92 (CHEST_RUNES_OF_EVIL),
93 (CHEST_H_SUMMON | CHEST_SCATTER | CHEST_ALARM),
94 (CHEST_RUNES_OF_EVIL | CHEST_EXPLODE), /* 55 == best large steel */
95 (CHEST_EXPLODE | CHEST_SUMMON),
96 (CHEST_EXPLODE | CHEST_SUMMON),
97 (CHEST_EXPLODE | CHEST_SUMMON),
98 (CHEST_EXPLODE | CHEST_SUMMON),
99 (CHEST_EXPLODE | CHEST_SUMMON),
100 (CHEST_EXPLODE | CHEST_SUMMON),
101 (CHEST_EXPLODE | CHEST_SUMMON),
102 (CHEST_EXPLODE | CHEST_SUMMON),
107 * @brief タグに従って、基本トラップテーブルを初期化する / Initialize arrays for normal traps
110 void init_normal_traps(void)
114 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
115 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
116 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
117 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
118 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
119 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
120 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
121 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
122 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
123 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
124 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
125 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
126 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
127 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
128 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
129 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
130 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
131 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
135 * @brief 基本トラップをランダムに選択する /
137 * @return 選択したトラップのID
139 * This routine should be redone to reflect trap "level".\n
140 * That is, it does not make sense to have spiked pits at 50 feet.\n
141 * Actually, it is not this routine, but the "trap instantiation"\n
142 * code, which should also check for "trap doors" on quest levels.\n
144 FEAT_IDX choose_random_trap(void)
151 /* Hack -- pick a trap */
152 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
154 /* Accept non-trapdoors */
155 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
157 /* Hack -- no trap doors on special levels */
158 if (p_ptr->inside_arena || quest_number(current_floor_ptr->dun_level)) continue;
160 /* Hack -- no trap doors on the deepest level */
161 if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) continue;
170 * @brief マスに存在するトラップを秘匿する /
171 * Disclose an invisible trap
172 * @param y 秘匿したいマスのY座標
173 * @param x 秘匿したいマスのX座標
176 void disclose_grid(POSITION y, POSITION x)
178 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
180 if (cave_have_flag_grid(g_ptr, FF_SECRET))
182 /* No longer hidden */
183 cave_alter_feat(y, x, FF_SECRET);
185 else if (g_ptr->mimic)
187 /* No longer hidden */
196 * @brief マスをトラップを配置する /
197 * The location must be a legal, naked, floor grid.
198 * @param y 配置したいマスのY座標
199 * @param x 配置したいマスのX座標
201 * Note that all traps start out as "invisible" and "untyped", and then\n
202 * when they are "discovered" (by detecting them or setting them off),\n
203 * the trap is "instantiated" as a visible, "typed", trap.\n
205 void place_trap(POSITION y, POSITION x)
207 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
209 /* Paranoia -- verify location */
210 if (!in_bounds(y, x)) return;
212 /* Require empty, clean, floor grid */
213 if (!cave_clean_bold(y, x)) return;
215 /* Place an invisible trap */
216 g_ptr->mimic = g_ptr->feat;
217 g_ptr->feat = choose_random_trap();
223 * @brief プレイヤーへのトラップ命中判定 /
224 * Determine if a trap affects the player.
225 * @param power 基本回避難度
226 * @return トラップが命中した場合TRUEを返す。
228 * Always miss 5% of the time, Always hit 5% of the time.
229 * Otherwise, match trap power against player armor.
231 static int check_hit(int power)
236 /* Percentile dice */
239 /* Hack -- 5% hit, 5% miss */
240 if (k < 10) return (k < 5);
242 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
243 if (one_in_(20)) return (TRUE);
245 /* Paranoia -- No power */
246 if (power <= 0) return (FALSE);
249 ac = p_ptr->ac + p_ptr->to_a;
251 /* Power competes against Armor */
252 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
260 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
261 * @param trap_feat_type トラップの種別ID
264 static void hit_trap_pit(int trap_feat_type)
267 concptr trap_name = "";
268 concptr spike_name = "";
270 switch (trap_feat_type)
273 trap_name = _("落とし穴", "a pit trap");
275 case TRAP_SPIKED_PIT:
276 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
277 spike_name = _("スパイク", "spikes");
279 case TRAP_POISON_PIT:
280 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
281 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
287 if (p_ptr->levitation)
289 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
293 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
298 /* Extra spike damage */
299 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
302 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
305 (void)set_cut(p_ptr->cut + randint1(dam));
307 if (trap_feat_type == TRAP_POISON_PIT) {
308 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
310 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
315 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
320 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
324 * @brief ダーツ系トラップ(通常ダメージ)の判定とプレイヤーの被害処理
325 * @return ダーツが命中した場合TRUEを返す
327 static bool hit_trap_dart(void)
333 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
334 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
335 if (!CHECK_MULTISHADOW()) hit = TRUE;
339 msg_print(_("小さなダーツが飛んできた!が、運良く当たらなかった。", "A small dart barely misses you."));
346 * @brief ダーツ系トラップ(通常ダメージ+能力値減少)の判定とプレイヤーの被害処理
347 * @param stat 低下する能力値ID
350 static void hit_trap_lose_stat(int stat)
359 * @brief ダーツ系トラップ(通常ダメージ+減速)の判定とプレイヤーの被害処理
362 static void hit_trap_slow(void)
366 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
371 * @brief ダーツ系トラップ(通常ダメージ+状態異常)の判定とプレイヤーの被害処理
372 * @param trap_message メッセージの補完文字列
373 * @param resist 状態異常に抵抗する判定が出たならTRUE
374 * @param set_status 状態異常を指定する関数ポインタ
375 * @param current_world_ptr->game_turn 状態異常の追加ターン量
378 static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)
380 msg_print(trap_message);
383 set_status(turn_aux);
388 * @brief プレイヤーへのトラップ作動処理メインルーチン /
389 * Handle player hitting a real trap
390 * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
393 void hit_trap(bool break_trap)
396 POSITION x = p_ptr->x, y = p_ptr->y;
397 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
398 feature_type *f_ptr = &f_info[g_ptr->feat];
399 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
400 concptr name = _("トラップ", "a trap");
402 disturb(FALSE, TRUE);
404 cave_alter_feat(y, x, FF_HIT_TRAP);
407 switch (trap_feat_type)
411 if (p_ptr->levitation)
413 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
417 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
418 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
419 msg_print(_("くっそ~!", ""));
420 else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
421 msg_print(_("ジュラル星人の仕業に違いない!", ""));
426 name = _("落とし戸", "a trap door");
428 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
430 /* Still alive and autosave enabled */
431 if (autosave_l && (p_ptr->chp >= 0))
432 do_cmd_save_game(TRUE);
434 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
435 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
436 p_ptr->leaving = TRUE;
442 case TRAP_SPIKED_PIT:
443 case TRAP_POISON_PIT:
445 hit_trap_pit(trap_feat_type);
451 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
452 num = 2 + randint1(3);
453 for (i = 0; i < num; i++)
455 (void)summon_specific(0, y, x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
458 if (current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
460 bool stop_ty = FALSE;
465 stop_ty = activate_ty_curse(stop_ty, &count);
466 } while (one_in_(6));
473 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
474 teleport_player(100, TELEPORT_PASSIVE);
480 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
482 (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
488 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
490 (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
502 hit_trap_lose_stat(A_STR);
508 hit_trap_lose_stat(A_DEX);
514 hit_trap_lose_stat(A_CON);
520 hit_trap_set_abnormal_status(
521 _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
523 set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
529 hit_trap_set_abnormal_status(
530 _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
532 set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
538 hit_trap_set_abnormal_status(
539 _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
540 p_ptr->resist_pois || IS_OPPOSE_POIS(),
541 set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
547 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
548 if (!p_ptr->free_act)
550 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
552 if (ironman_nightmare)
554 msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
556 /* Have some nightmares */
557 sanity_blast(NULL, FALSE);
560 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
567 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
568 /* Make some new traps */
569 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
576 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
578 aggravate_monsters(0);
585 msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
586 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
587 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
588 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
589 aggravate_monsters(0);
594 case TRAP_ARMAGEDDON:
596 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
597 int evil_idx = 0, good_idx = 0;
600 msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
602 /* Summon Demons and Angels */
603 for (lev = current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16)
605 num = levs[MIN(lev / 10, 9)];
606 for (i = 0; i < num; i++)
608 POSITION x1 = rand_spread(x, 7);
609 POSITION y1 = rand_spread(y, 5);
611 /* Skip illegal grids */
612 if (!in_bounds(y1, x1)) continue;
614 /* Require line of projection */
615 if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;
617 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
618 evil_idx = hack_m_idx_ii;
620 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
622 good_idx = hack_m_idx_ii;
625 /* Let them fight each other */
626 if (evil_idx && good_idx)
628 monster_type *evil_ptr = ¤t_floor_ptr->m_list[evil_idx];
629 monster_type *good_ptr = ¤t_floor_ptr->m_list[good_idx];
630 evil_ptr->target_y = good_ptr->fy;
631 evil_ptr->target_x = good_ptr->fx;
632 good_ptr->target_y = evil_ptr->fy;
633 good_ptr->target_x = evil_ptr->fx;
642 msg_print(_("突然壁から水が溢れ出した!ピラニアがいる!", "Suddenly, the room is filled with water with piranhas!"));
644 /* Water fills room */
645 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
647 /* Summon Piranhas */
648 num = 1 + current_floor_ptr->dun_level / 20;
649 for (i = 0; i < num; i++)
651 (void)summon_specific(0, y, x, current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
657 if (break_trap && is_trap(g_ptr->feat))
659 cave_alter_feat(y, x, FF_DISARM);
660 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));